Files
RealTimeFractal/App/Source/Renderer.cpp
TheCherno 87873485f3 Added LoadTexture function
- Added stb_image for image loading
2025-04-21 16:18:38 +10:00

101 lines
2.7 KiB
C++

#include "Renderer.h"
#include <iostream>
#include "stb_image.h"
Texture CreateTexture(int width, int height)
{
Texture result;
result.Width = width;
result.Height = height;
glCreateTextures(GL_TEXTURE_2D, 1, &result.Handle);
glTextureStorage2D(result.Handle, 1, GL_RGBA32F, width, height);
glTextureParameteri(result.Handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(result.Handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return result;
}
Texture LoadTexture(const std::filesystem::path& path)
{
int width, height, channels;
std::string filepath = path.string();
unsigned char* data = stbi_load(filepath.c_str(), &width, &height, &channels, 0);
if (!data)
{
std::cerr << "Failed to load texture: " << filepath << "\n";
return {};
}
GLenum format = channels == 4 ? GL_RGBA :
channels == 3 ? GL_RGB :
channels == 1 ? GL_RED : 0;
Texture result;
result.Width = width;
result.Height = height;
glCreateTextures(GL_TEXTURE_2D, 1, &result.Handle);
glTextureStorage2D(result.Handle, 1, (format == GL_RGBA ? GL_RGBA8 : GL_RGB8), width, height);
glTextureSubImage2D(result.Handle, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, data);
glTextureParameteri(result.Handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(result.Handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(result.Handle, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateTextureMipmap(result.Handle);
stbi_image_free(data);
return result;
}
Framebuffer CreateFramebufferWithTexture(const Texture texture)
{
Framebuffer result;
glCreateFramebuffers(1, &result.Handle);
if (!AttachTextureToFramebuffer(result, texture))
{
glDeleteFramebuffers(1, &result.Handle);
return {};
}
return result;
}
bool AttachTextureToFramebuffer(Framebuffer& framebuffer, const Texture texture)
{
glNamedFramebufferTexture(framebuffer.Handle, GL_COLOR_ATTACHMENT0, texture.Handle, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cerr << "Framebuffer is not complete!" << std::endl;
return false;
}
framebuffer.ColorAttachment = texture;
return true;
}
void BlitFramebufferToSwapchain(const Framebuffer framebuffer)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.Handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // swapchain
glBlitFramebuffer(0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Source rect
0, 0, framebuffer.ColorAttachment.Width, framebuffer.ColorAttachment.Height, // Destination rect
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}